Sorry, Im not sure I can see where anyone suggested rendering at double the frame rate?
Outside of the framerate mismatches, what you're trying to show on screen just fundamentally will not work on a low framerate project. You're moving a large, crisp, detailed object across the screen at too high of a speed. This means the model is jumping ~100 pixels per frame. This happens in 3d and real world camera footage, it isnt limited to 3d rendering. Ways to fix this:
1) Use a higher framerate project, and by this, I mean higher for everything including the final delivered product. You can't just render it high, then chop it back down to 24fps again. If the object moves 100 pixels per frame on a 24fps project, then it would only move ~35 pixels per frame in a 60fps project. But of course all your rendering and editing gets slower because now you have more frames
2) Use motion blur. I can see your renders do have motion blur, but the settings arent high enough for the movement. On this project you need a 180 degree shutter, or about 0.02 seconds (1 second, divided by 24fps, divided by 2 (for the 180 degree shutter angle)) of blur per frame in order for it to look natural. Less than this and it will flicker, higher than this and it will smudge.
3) Slow down the camera movement. Lower movement = less stuttering
4) Change the camera movement. Your zooms are fine, because even though the camera may move quickly, visually everything just gets a few pixels larger or smaller. Same for rotations, theyre fine because the object isnt moving across the screen. Only pans and tracks will strobe like this.
Someone had a similar problem a while back, maybe this helps demonstrate the issue more. Unfortunately their links now problem, but it had the same strobing as they panned the camera left to right